DNFD/Hitman: Difference between revisions

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m (→‎2A: -9 so weak for tick throws)
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|description=
|description=
Sprays gunfire at the opponent's feet. A surprisingly long ranged low that hits multiple times.
Sprays gunfire at the opponent's feet. A surprisingly long ranged low that hits multiple times.
* Good for tick throw attempts
* Since it hits multiple times, it is excellent for beating armored opponents, such as Grappler or Crusader.
* Since it hits multiple times, it is excellent for beating armored opponents, such as Grappler or Crusader.
}}
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===<big>2B</big>===
===<big>2B</big>===

Revision as of 14:34, 30 June 2022

Overview
Overview

Hitman is an aggressive rushdown and pressure character that also has tools to let him play an effective neutral game thanks to moves such as 2B, 5S, 6S, and more, as well as a devastating punish game thanks to his 2S > 5M loops that have a multitude of starters.

 Hitman  Hitman is classified as a Standard type. He is a well rounded character that fights with a sword and uzi, sporting many multi-hitting pressure moves.

Pros
Cons
  • Comeback King: Hitman's Awakening passive is one of the strongest in the game, gaining the versatile move Shattering StrikeDNFD Hitman XM5M.pngGuardAllStartupVariesRecoveryAdvantage-5. This lets him extend combos, enforce his turn, and even turn his reversal into a safe on block combo starter.
  • Big Punishes: Hitman's 2S > 5M loops let him get big damage from anywhere on the screen. This is exemplified when he is able to start the combo with a raw 2S, or if possible a counter hit 5M against a grounded opponent.
  • RPS Vortex: After a hard knockdown or ending a combo with 6S due to how close it leaves him, Hitman has a great High/Low/Throw mix with the High and Low options leading into another hard knockdown.
  • On Block Bully: 236M being plus on block lets Hitman enforce his turn, with 6S letting him get closer before using 236M. A lot of his moves are also naturally safe on block.
  • Weak to Zoning: While Hitman doesn't mind a bit of space from his opponent, he lacks any options at longer ranges. Any character that can zone effectively will force him to patiently get in using run blocks, dodges, and jumps until he is in range to contest with moves like 2B and 6S.
  • Move Specific Issues: For as good as a lot of Hitman's moves can be, some common options have noticeable faults. 2B can be hopped over due to its thin, low to the ground hitbox. 5S can be poked and by some characters slid under. 6S, while fast, can easily be stuffed out and its very long recovery can be comfortably whiff punished.
Shattering Strike: After using various MP moves, pressing M will perform the attack.
Hitman
DNFD Hitman Portrait.png
Health:1020
Guard Gauge:1000
MP Regen Rate:12
Prejump:
Backdash:1-16 lower body invuln

Normal Moves

5A


5AA


5B


2A


2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Surprise Cut

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30×3, 50, 20×4 All 15 1(5)3(5)2(12)3,2,3,2 -9 none

Hitman stabs the area in front of him multiple times, then fires the gun at the edge of the move's range at the end of the animation. A highly active long range poke that is a great option for converting stray hits or juggling, 5S can be cancelled into other Specials or M moves at any time during the multi-hits.

A great poke to use in neutral, as it as incredibly high hitstun, allowing easy confirms into 6S to get close enough to the opponent in order to convert into combos.

  • Followups may leave a gap or even whiff if the opponent is only hit by the last hit at max range
  • Has a gap between the sword attack and gunfire that is vulnerable to reversals or dodges.
  • In combos, it is usually cancelled immediately after the first hit into 6S
Proration On-Hit Guard Damage MP Gain Level
80%×8 -4
No results

Dead Lift

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60, 90 All 12, 22 3(7)5 -15 none

A Two-hit sword move, functioning as Hitman's primary punish tool and anti air. The first attack Performs a horizontal cut followed by a rising slash which launches the opponent. Can be cancelled into other Specials or M moves before the rising slash becomes active, allowing for a grounded combo instead of launching.

  • Critical component to punish combos via 2S 5M loops
  • The second hit will whiff if the first one hits at tip range
  • Moves Hitman forward slightly
Proration On-Hit Guard Damage MP Gain Level
80%×2 Varies
No results

Agile Maneuver

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70, 30×3 All 18 2(3)4,2,4 -8 none

Hitman dashes forward a good distance with a slashing attack, then fires the gun several times. Can be used as a gap gloser for long range hit confirms and whiff punishing. Use with caution however, as the long total duration of this move makes it highly susceptible to whiff punishing.

Excellent option to Conversion Cancel as a gap closer, covering the downside of the long animation durations should it whiff.

  • Can be cancelled into M moves during the sword slash to avoid the gunfire activating.
  • Unlike Hitman's other Specials, cannot be canceled into another special move.
Proration On-Hit Guard Damage MP Gain Level
75%, 80%×3 -6
No results

Mighty Strike

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
85 All 22 2 -10 none

Hitman slams his sword into the ground in an downward arc. On hit, causes a short ground bounce that forces a hard knockdown when used in combos.

  • Hitman's primary OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Causes the opponent to bounce, allowing Hitman to extend combos after a hard knockdown.
  • 4S OTG leaves Hitman heavily plus, allowing a variety of safejump options, most commonly with j.B.
Proration On-Hit Guard Damage MP Gain Level
80% HKD
No results

Dead Six

MP Special Moves

Final Strike

Bill Drill

Caracole

Sweep

Helix Dive

Awakening Moves

Dusk Wings

Shattering Strike

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50×2, 100 All Varies 2,2,2 -5 none 10

A massive attack that covers the majority of the screen. Crumples the opponent on a grounded hit and grants both a hard knockdown and massive launch on an air hit, allowing this to start combos, extend combos, or just be an easy confirm into Dusk Wings.

  • Only available while the Hitman is Awakened
  • Can cancel during multi-hit portions or at the end of any M moves by inputting 5M. (Note: Holding any direction will cause the move to not come out, must be a neutral input)
  • Can be conversion cancelled, making 623MS into Shattering Strike completely safe and even advantaged.
Proration On-Hit Guard Damage MP Gain Level
90%×3 +14(vs Ground Crumples/vs Air HKD)
  • only during AS

Colors

DNFD Hitman Color 1.png
DNFD Hitman Color 2.png
DNFD Hitman Color 3.png
DNFD Hitman Color 4.png
1
2
3
4
DNFD Hitman Color 5.png
DNFD Hitman Color 6.png
DNFD Hitman Color 7.png
DNFD Hitman Color 8.png
5
6
7
8

Navigation

 Hitman
To edit frame data, edit values in DNFD/Hitman/Data.